Some3DGuy's Polybook

Polybooks

Loving the new Core series..

ย sci_fi_crate01.png

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  • Martin Bergwerf replied

    And I am loving your crate ๐Ÿ‘๐Ÿผ

    A really nice start, keep going!

  • Ewan Thorpe(ewanThorpe) replied

    nice crate my friend. love the circular details on the front of it <3

    1 love
  • some3dguy replied

    Thanks for the encouragement. Been dabbling in and out of Blender, but want to produce some artistic content this year.. will post more stuff soon!

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  • Martin Bergwerf replied

    Looking forward to seeing more!

  • some3dguy replied

    Aaand here's the soccer ball. Discovering these interesting selection methods, I had been dabbling with Blender, but never explored the powerful selection tools as explained by Jonathan. More exercises like this that develop the "muscle memory" for Blender (or any advanced media software) would be great. A bit of repetition (well, at least for me), is good at this point. Onward..


    soccer_ball01.png

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  • some3dguy replied

    And the HDD render. I'm finding the mesh modelling course intuitive and well planned. When I look at other adhoc tutorials on youtube, i start to pick out differences in the streamer's approach that gives me perspective on pros/cons of their technique.

    ย hdd01.pnghdd02.png

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  • some3dguy replied

    Aand the coffee cup..ย 

    coffee_cup01.pngย coffee_cup02.png

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    • ๐Ÿ‘๐ŸผWell done!
  • some3dguy replied

    In the middle of the meshmodelling assignment, but I like to mix things up, to test my knowledge, like this. A nut. All the techniques used here, use content from the mesh-modelling course by Jonathan, and can be done in less than an hour. For me, repetition is how I get the content into my skull. I recommend you challenge yourself with doing your own simple modelling assignments, (about 2-3 per week at 1 hour each), that can be done quickly and validate your understanding of the course material. Not all will turn out well, but that's the idea, find your weak points, discover ways to optimise tool usage.ย 

    Here, I started with a mesh circle, then removed 3/4's and then applying mirror/bevel/subd and loop tools to get this effect. Keeping the vert/face/edge/tri count down, was my goal. I had seen another version of this done on YouTube, but i thought the way they did it was inefficient and bloated up the poly-count, so by applying core's concepts I was able to cut their poly count by 75% to achieve the same (?) effect. There's nothing terribly wrong with the sample video, there are different ways to do things, and wanted a challenge to do it in my own style.


    One problem I encountered was using the bevel by weight modifier and shade smooth. The top flat area was not sharp despite have "0" bevel weight, but when i set the edge in question to a bevel weight of .01. I could get that nice flat effect on the top of the nut before it tapers off to the edge.ย 

    ".01 bevel hack"


    nut03.png

    nut02.png

    Final render in cycles.

    nut01.png

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  • Martin Bergwerf replied

    That's indeed a great way of learning!

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  • Omar Domenech replied

    Good advice's from some 3d guy, literally.

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  • some3dguy replied

    Having a go at low poly car.. the lesson worked great, but the last shader tutorial is no longer compatible with blender 4.2, but you can overcome Blender's changes to bloom with Ryan King's quick tips hereย 

    w_poly_car_final.png

    • Very nice! ๐Ÿค˜
    • Looking good๐Ÿ‘๐Ÿผ